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  #1  
Old October 8th, 2003, 09:36 PM
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Saber Cherry Saber Cherry is offline
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Default Re: New Automation Features

5) Commander Queue

One commander/turn/province is fine, but if you want to make a priest EVERY turn in a province, it is tedious to have to enqueue one every turn. A commander production queue (even a short one, of 5 units) that still only produced 1 commander per turn would be a godsend.

6) Multi-unit Enqueue

In Total Annihilation (the king of RTS anti-micromanagement features) you could shift-click to enque 5 units instead of 1. That would be REALLY useful when enqueueing militia, slingers, lobo guards, and other cheap units. A "Repeat" order would be nice, but would require modification of the game engine.

7) Enqueued Resources Counter

Want to know how many resources of units you have enqueued in a province? I always do. Why not add a counter, so people don't accidentally go over the max (and enque things that can't be produced that turn)?

8) Production Dequeue

Sometimes, when my buget is tight, I go one unit over the max that can be produced in a turn... and I have to clear the entire darn queue to get it just right. The ability to dequeue the Last unit would be very helpful to people who like to perfect their queueing.

-Cherry
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  #2  
Old October 8th, 2003, 10:15 PM

HJ HJ is offline
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Default Re: New Automation Features

Maybe Messages about construction completion could also be handy? I know that 2/3 of construction is done in next turn, but it would be helpful if I can click-snap to the province to give new orders to commander. Also, it would eliminate the need of constantly checking upon the castle construction.
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  #3  
Old October 8th, 2003, 10:27 PM
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Default Re: New Automation Features

5 and 6 look really good and easy to implement. 7 and 8, if I understand correctly are already in. Remind me - in Dom I you could not remove Last unit from queue but only delete entire queue?
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Old October 8th, 2003, 10:30 PM

licker licker is offline
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Default Re: New Automation Features

Quote:
Originally posted by Daynarr:
5 and 6 look really good and easy to implement. 7 and 8, if I understand correctly are already in. Remind me - in Dom I you could not remove Last unit from queue but only delete entire queue?
Correct, which bugs me cuz it seems like you lose some resources when you delete at the start of a new turn with some resources already spent on the unit.

Its a pain when you want to make a correction to your build list anyway...
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Old October 8th, 2003, 10:34 PM
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Default Re: New Automation Features

Well, your pain is gone.

You can delete Last unit in queue now just by clicking on units in queue.
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Old October 8th, 2003, 10:43 PM
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Default Re: New Automation Features

Goody! 2 down, 6 to go
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Old October 8th, 2003, 10:57 PM

LordArioch LordArioch is offline
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Default Re: New Automation Features

I'd say both 5 and 6 sound good...especially 6. It always hurts the fun of a game when you want to queue up 50 *insert cheap unit name* and you have to click 50 times. Plus you mentioned total annihilation which gets you bonus points.
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